# Geo Tile Loading Plan ## Goal Stream terrain tiles on Quest from local storage using Addressables (one bundle per tile) with an offline-first workflow. ## Approach - Build tiles as Addressables (one bundle per tile). - Store bundles + catalog + manifest under `Application.persistentDataPath/TileBundles/`. - Runtime loader reads `TileManifest.json`, loads the local Addressables catalog, and streams tiles in/out by distance. ## Implementation Steps 1) Tile prefabs - Generate tile prefabs into `Assets/TilePrefabs`. 2) Addressables build - Build Android content via `Tools > Geo Tiles > Build Tile Addressables (Android)`. - Output expected in `ServerData/TileBundles/Android`. 3) Device staging - Push folder to Quest: - `adb -s 2G0YC1ZG2V00BV push ServerData/TileBundles/Android/. /sdcard/Android/data/com.dtrierflood.dtrierflood/files/TileBundles/Android/` 4) Runtime loader - Use `GeoTileAddressablesLoader` in the scene. - Assign `player` to XR rig camera. - Adjust load/unload radii for memory/perf. ## Debug Checklist - Verify `TileManifest.json` is on device. - Verify catalog file exists (`catalog_*.bin`). - Enable `verboseLogging` on the loader to see init + tile loads. - Check device logs with `adb logcat -s Unity`.